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Messages - DazJ

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1
AGS Games in Production / Re: Calm Waters
« on: 10 Apr 2013, 10:34 »
I've been plowing through now and it's really making progress. I may release a playable short demo in the next week or so.

2
Engine Development / Re: AGS engine Android port
« on: 27 Mar 2013, 14:33 »
Do we know why OGV files are stuttering, even on a Note II? I'm playing them at 640x480 so it surely can't be too high a resolution can it?

They seem to stutter on near enough all phone models.

3
B4A sounds the way forward. And thanks for clearing up the APK file size thing. It does make me wonder though how we exactly apply updates to an app created with AGS when the whole compiled game is basically one large EXE file.

Will you also be implementing options in to the compiler such as 'Force/Stretch to Fullscreen' and 'Fixed Orientation: Horizontal/Vertical' etc? Look at me, pushing my luck ;) lol

Daz.


4
I thought Play Store's limit was 4GB anyhow? Are you still planning on releasing a modified version of the AGS Editor for this, or provide it as a service? :)

5
Any update on this Joseph? :)

6
AGS Games in Production / Re: Calm Waters
« on: 28 Feb 2013, 15:42 »
It went through so many changes it's unbelievable but it's still going strong :)

7
It's actually very interesting finding out these little nuggets of information about how much indie game makers are roughly earning. I've been working on Calm Waters for what seems like forever, and being a commercial project, this makes for very interesting reading.

8
This is looking absolutely great guys! Really captures the feel of the original :)

9
AGS Games in Production / Re: Calm Waters
« on: 27 Feb 2013, 16:31 »
It's been a while since the last update.

There's been a lot of changes to the game, especially the main character, Peter, as you can see from the promotional pictures below.

Also, the 720p HD aspect has been dropped in favour of good old 640x480-style as it was proving a problem when it was coming to porting. So far, I'm very happy with how it's all coming together.

There's a also a new inventory system that's been created which can be seen at the very bottom.













10
Cheers Khris.

I honestly do feel rather foolish but just couldn't figure it out properly lol. Anyhow, it's all done now and working like a charm - cheers pal.

11
I know, I feel so stupid. Yet I still don't know what you're trying to tell me to do? The first 4 loops are the walking directions for the character. How can I put the talking frames in there as well? How would I define them?

EDIT: DUH. Ignore me. I'm so sorry for being thick today :/

12
Beginners' Technical Questions / Multiple Speech Views
« on: 25 Feb 2013, 23:58 »
I feel rather odd to be asking this but it's really bugging me and I can't seem to find an answer to it.

My main character has 4 talking views - one for Up, Down, Left and Right. However, let's say the character looks at a hotspot at the far right of the room; the character will walk over to it, using the walking-right view, but then he'll face the camera when he describes what he sees.

Isn't there an easier way of the character to stay in the view when he talks instead of facing the camera without scripting his view for every single hotspot he interacts with?

13
Lol Joseph, take as long as you want - you're a true champion mate :)

14
Quote from: Crimson Wizard
APK is for Android right? I never worked with Android personally. But what exactly is needed to make such packages?

We already have working Android port: http://www.adventuregamestudio.co.uk/forums/index.php?topic=44768.0
Josepth Di Perla have some program for installing Android games: http://www.adventuregamestudio.co.uk/forums/index.php?topic=47475.0

What is missing?
I would like to provide some help, if that will be in my power.

Those ports are great, I mean that - and I use the AGS port on my HTC to play classic AGS games. But to play those the player has to download the AGS Port and copy the game itself to their SD Card/phone which for a casual Android game-player, isn't something they'd be likely to do or know how to do.

A single APK file is what's downloaded from the Android Marketplace and self-installs on the customer's phone without the need for any of the above. Basically, you can have your game there on the Google Marketplace/Play Store alongside other classic titles such as Angry Birds, Broken Sword, and so on :)

15
As I've said a million times, having the ability to package our games up as an APK would be a true God send. Imagine the possibilities for indie developers?

16
Hi, yes, but I'm just after an app that converts it in to an APK that can be uploaded to the Google Market and downloaded by others with no need for additional applications.

17
Excellent idea. I take it this has fallen through though now? If not, any idea when it will be ready, if at all?

19
My biggest fear is that the 2D will be the new 'Flash-style' animation/drawings as seen in the Director's cut of Broken Sword. It sticks out like a sore thumb and really takes away that look of the first 2 original games.

20
AGS Games in Production / Re: Calm Waters
« on: 14 Aug 2012, 11:55 »
There's no solid plans on a demo release BUT I am toying with the idea of releasing this in Chapters, ala TellTale Games. If this is the case, I doubt I'll release a playable demo.

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